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maDDin
21st December 2007, 08:08
Team Fortress 2/Source Engine Update Released
December 20, 2007, 2:44 pm - Jason Ruymen

Updates to Team Fortress 2 and the Source Engine have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Sudden Death mode is now a server option (a convar) and defaults to OFF
* Sapped buildings now take slightly less damage from the Spy who sapped them
* The Medic's Medigun now charges at an increased rate during Setup time, to remove the need for self-damage grinding
* Fixed an rcon/console command that could cause server crashes
* Prevented players from playing the "civilian" class
* Prevented players from hiding their name in the scoreboard
* Fixed exploit where the Medigun UberCharge wouldn't drain if you switched weapons
* Fixed decals not being correctly applied to the world in some cases
* Fixed critical bullet tracers not being visible to players other than the firer
* Fixed first person spectator view of the Spy watch not showing the correct cloak value
* Fixed the teleporter's player shaped particles not drawing
* Fixed the flamethrower stuttering when firing directly into a building
* Fixed a rare crash that can happen when a player being healed leaves the server suddenly
* Fixed rocket trail effects sometimes existing permanently in world
* Added effects to players when they earn an achievement, visible to other players nearby
* Tweaked achievement HUD fonts and color palette for more readability
* Improved stat gathering for map play times to increase accuracy
* Improved stat gathering around draws to better understand why they're occurring
* Fixed occasional misreporting of syringe gun & fireaxe damage distances to the stats system
* Fixed an occasional crash caused by an achievement not being found during a game announcement


Dustbowl

* Now waits until either team wins fully before changing to another map on server timelimit expiring
* Teams now score a point per captured control point, rather than per sub round
* Prevented Demomen being able to launch grenades into the stage three alleys while standing at the final cap point
* Fixed gaps in stage gates that allowed snipers to kill defenders during setup
* Fixed several model and brush perch exploits in stage three
* Added stair access to the upper area in stage three after the first cap
* Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot


Source Engine

* Fixed some audio buffer support issues with Vista
* WorldVertexTransition under dxlevel 80 + 81 now correctly uses vertex alpha to blend the two textures
* Improved the console in the graphical UI version of the dedicated server


SourceTV

* Relay proxies can now record demos now with tv_autorecord 1
* Fixed an interpolation code bug during demo playback that was resulting in view jitter
* Added several TF specific game events to SourceTV auto director logic
* Increased the average shot length by 2 seconds

Source (http://www.steampowered.com/v/index.php?area=news&id=1372)

- Nice dusty changes. But no SD at default :'(

gemini
21st December 2007, 08:20
Sudden death off by default ???????

Why?

At least everything else seems to be pretty good. Bring it on.

βДĐĜĘŘ©
21st December 2007, 09:54
Ok *takes deep breath*..................

* Sudden Death mode is now a server option (a convar) and defaults to OFF*

I get confused between the definitions....could some re-itterate what Sudden Death is again for me please?

* Fixed the flamethrower stuttering when firing directly into a building*

A small and annoying bug...nice fix though.

* Fixed rocket trail effects sometimes existing permanently in world*

Again a small fix but needed.

* Added effects to players when they earn an achievement, visible to other players nearby*

Absoloutly brilliant :)

* Now waits until either team wins fully before changing to another map on server timelimit expiring*

Could someone explain this one in more detail for me? I think i get what it means but need to make sure.

* Teams now score a point per captured control point, rather than per sub round*


* Sapped buildings now take slightly less damage from the Spy who sapped them*

This is a bit lame i felt that this was already perfectly balanced....

* Added stair access to the upper area in stage three after the first cap*

You what????

* Limited line-of-sight at the first control point in stage 3 to remove a griefable sniper spot*

Good much needed!

liv3d
21st December 2007, 11:27
* Sudden Death mode is now a server option (a convar) and defaults to OFF

...
We had Sudden Death OFF at i32 iirc
(@Badger: Sudden death is where neither team scores/caps in the time limit so the game ends with a 0-0 score).

* Improved stat gathering around draws to better understand why they're occurring

sorry, but what?

SourceTV

* Relay proxies can now record demos now with tv_autorecord 1
* Fixed an interpolation code bug during demo playback that was resulting in view jitter
* Added several TF specific game events to SourceTV auto director logic
* Increased the average shot length by 2 seconds


Maybe SourceTV will work with TF2 & I won't have to bug Say_Ten :awesome:

Omnituens
21st December 2007, 12:16
the Spy change was needed - was too easy for a spy to just spaff sappers until the SG died. now at least the engi has a better chance of killing the spy AND saving the SG, rather it being one or the other.

Anim
21st December 2007, 12:45
Good engineers could always stop a spy unless they were away from the sentry.

gemini
21st December 2007, 13:36
* Now waits until either team wins fully before changing to another map on server timelimit expiring*

This means that if the timelimit expires partway through a game, it will wait until the game is finished before changing the map. Good :)

βДĐĜĘŘ©
21st December 2007, 14:30
I am glad. This has been a issue on #2 for a while but me and Parva couldn't get around it because the maximum server time was 60 minutes >.<

maDDin
23rd December 2007, 11:31
2 new updates:


Team Fortress 2 Update Released
December 21, 2007, 4:35 pm - Jason Ruymen

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Restricted sound engine updates to a max of 100fps
* Fixed the problem with mp_maxrounds not correctly counting the number of rounds for Dustbowl after the scoring change
* Fixed cloaked/disguised/disguising spy reporting his achievements to everyone else
* Added the ability for servers to have map-specific .cfg files in the cfg folder (missed in yesterday's release notes)

Source (http://steampowered.com/v/index.php?area=news&id=1380)



Team Fortress 2 Update Released
December 22, 2007, 11:58 am - Jason Ruymen

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Fixed an audio problem in the previous update where sound corruption could occur on some systems

Source (http://steampowered.com/v/index.php?area=news&id=1381)

swarfega
23rd December 2007, 17:20
I quite enjoyed the strange sounds :D

swarfega
23rd December 2007, 17:22
This means that if the timelimit expires partway through a game, it will wait until the game is finished before changing the map. Good :)

Im glad they changed that. I didnt like the game just ending in mid play.

maDDin
8th January 2008, 07:46
Team Fortress 2 Update Released
January 7, 2008, 10:45 am - Jason Ruymen

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Added an option in the Options->Multiplayer dialog to filter custom game files being downloaded from servers
* Fixed cases where ragdolls were falling through the world
* Graphics optimizations for mid and low end hardware
* Fixed players blocking doors in Well
* Fixed engineer building in exploit areas on final caps in Well
* Increased starting round timer to 10 minutes in Well

No more falling ragdolls - gonna miss that. Looked quiet funny sometimes :)

Joey[kins]
8th January 2008, 08:29
Is it just me who has had a noticeable performance drop in TF2 since this update?

kr-dm1
8th January 2008, 08:56
Ahah, and there I thought I was going mad. First thing I did after the update was hit net_graph 3 to see if what I thought had happened, had happened, and if you're thinking it too I guess it must be true :)

Anim
8th January 2008, 09:27
I have on a couple of servers, and im fairly sure its not paranoia as some servers are still quite nice others hit my fps hard.

swarfega
8th January 2008, 10:48
Its affected me too :( I wish they'd leave it alone.

maDDin
8th January 2008, 14:29
I recognized that statplugins seems to lag up tf2 servers a lot. :s
Going to update my tf2 later so i can check if same happens to my fps :/

EDIT:
Nah no fps drop here. Played 30mins lazytown and got still the same fps. They changed the bloodcolour from black to green here in germany :P

QBlank
8th January 2008, 15:48
Im glad about the DM being off by default, nothing worse than sitting around for 3 minutes while the last few players just hide from each other! :keke:

DaveH
9th January 2008, 08:11
I don't much care for FPS providing the game runs smoothly so I can't say for sure if mine has changed or not as I don't look at it - but I've not noticed anything during gameplay here.

Perhaps it's related to certain GFX cards / drivers / etc?

Dave

Tobias
15th January 2008, 10:01
Yet another update today, this one with some really interesting stuff in it -



January 14, 2008 - Team Fortress 2 Update Released

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


Added new option for medigun beam to the Multiplayer->Advanced dialog. If on, the medigun beam will stay attached to the current target without the need to hold down the fire button

Added new option for the sniper rifle to the Multiplayer->Advanced dialog. If disabled, the sniper rifle won't re-zoom after firing a zoomed shot

Added "nextlevel" server cvar. If set to a valid map name, server will change to that map during the next changelevel

Fixed PerfUI being used as a type of wall-hack on servers without sv_cheats set to 1

Reduced Granary spawn advantage for capping the middle point

Fixed players turning into "Scout" model after lagouts (and a variety of related issues, such as disappearing doors)

Fixed obscure crash related to resolution changing

JeRkY
15th January 2008, 10:33
Added new option for the sniper rifle to the Multiplayer->Advanced dialog. If disabled, the sniper rifle won't re-zoom after firing a zoomed shot



Oh my gosh, theres no stopping me now :)

Although it may increase my competition....hmm

maDDin
25th January 2008, 23:00
Team Fortress 2 Update Released
January 25, 2008, 1:03 pm - Jason Ruymen

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Added new capture the flag map CTF_Well
* Added Spanish map descriptions
* Added new option to auto-save a scoreboard screenshot at the end of a map to the Multiplayer->Advanced dialog
* Added more particle optimizations for mid range and low end hardware
* Updated CP_GravelPit to fix all known exploits and changed the scoring method to score per capture rather than per round
* Updated "nextlevel" CVAR to trigger a changelevel at the end of the current round (not mini-round)
* Fixed SourceTV demo recording problem
* Fixed mp_stalemate_enable not preventing Sudden Death mode on some maps
* Fixed a couple cases where player stats were not being recorded correctly
* Fixed some log entries being truncated
* Fixed crash caused by trying to import a custom player spray
* Removed the "Reset Stats" button from the Player Stats screen

Source @ steampowered.com (http://www.steampowered.com/v/index.php?area=news&id=1418)

-----------------------

yeaaaah ctf_well =) And some fixes..

maDDin
2nd April 2008, 17:56
Team Fortress 2 Update Released
April 1, 2008, 3:33 pm - Jason Ruymen

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Added Custom Tab explanation dialog to be shown the first time the server browser is opened
* Changed Medigun Ubercharge meter to drain faster for each target that still has Ubercharge beyond your current target. This means there is a penalty for having multiple people being Ubercharged at one time
* Fixed crouch-jump exploit that allowed players to get outside of the world
* Fixed bad characters in the chat string when achievements are announced in languages other than English
* Fixed a few instances of truncated text in the menus and dialogs for languages other than English
* Fixed problem that was preventing some dedicated servers from uploading gamestats
* Fixed scoring bug during Sudden Death when the map timelimit is triggered
* Added the string "(extra slot was added for SourceTV)" when maxplayers is increased for SourceTV

Source @ steampowered.com (http://www.steampowered.com/v/index.php?area=news&id=1519)

Ypsy
2nd April 2008, 20:03
The medic update may not change anything on public because most of the medics only charge one person anyway but it's going to be muuuch harder for medics on 6on6 games :/ Dont think this was necessary but we'll see how it affects the league gaming.

Parva
3rd April 2008, 04:46
You really think any Steam update will fix things? They tend to fix something and break 4x more! Having said that the latest fix does seem to plug many problems, I'll reserve judgement for now though.

Chunkylover!
3rd April 2008, 11:10
* Changed Medigun Ubercharge meter to drain faster for each target that still has Ubercharge beyond your current target. This means there is a penalty for having multiple people being Ubercharged at one time

ffs, this is has taken away what made good medics stand out from anyone regular person picking up a medic gun. the class can be pretty uninteresting to play, but it's the little things like this that makes some of us really enjoy the class - especially when you get thanks for doing multi ubers (from the odd person who actually realised what you did).

tbh, i'm starting to get a bit bored of TF2 ... looking forward to the big update, but i've already pre-ordered age of conan in the hopes that i can fill my gaming void with it and not get sucked in too much (unlike my trip into wow where i ended up playing in one of the top raiding guilds in europe :( ).

Towneh
3rd April 2008, 11:51
Shame, keeping ubers on multiple people was one of the more skillful aspects of the medic.

Standard
15th April 2008, 14:24
Having 5 people ubered is abit OP when you are in a 6v6 game on a point thats about to get capped tho.

maDDin
26th April 2008, 09:18
[...]
Team Fortress 2 continues to expand. The latest in the Team Fortress 2 shorts, Meet the Scout (steam://store/5032), is available on Steam now. A major update for TF2 is due next week, adding an all new map, Goldrush, and new achievement-based weapons for the Medic. Pick up TF2 here (steam://store/440) and get ready.
[...]

Source @ steampowered.com (http://storefront.steampowered.com/Steam/Marketing/message/1547/)

I gonna believe that when my TF2 is updating :s

Next week = 3 months in valve time (http://developer.valvesoftware.com/wiki/Valve_Time) :p

X25killa
26th April 2008, 11:16
Time to perpare with offense players when the medic swarms starts eh? :)

maDDin
30th April 2008, 09:25
Team Fortress 2 Update Released
April 29, 2008, 5:58 pm - Jason Ruymen


Source Engine

* Improved particle performance on multi-core machines
* Added FOV slider to Options | Video | Advanced for all games (moved there from TF2’s multiplayer options)
* Fixed surround sound initialization problems with new speaker modes defined in Vista


Team Fortress 2

* Added Goldrush
* Added Character Info and Loadout to the main menu
* Added 39 Medic achievements
* Added unique Medic items:
o The Blutsaugher, The Kritzkrieg, and The Ubersaw
* Added new attack animations to most melee weapons
* Added new speech for the Heavy and Demoman
* Added Stopwatch mode to Tournament mode
o Automatically used on Attack/Defense maps
* Teleporter effect no longer shows up on invisible or disguised Spies
* Spies disguised as their own team can now capture control points
* Increased force taken by pipebombs by bullets and explosions
* Target ID hud is now colored red or blue to match the spectator target
* Tournament mode no longer ends matches early if the time limit is nearly up when a new round starts
* Fixed exploit where clients could start benchmark mode on servers
* Fixed drowning exploit that allowed players to regenerate health
* Fixed reload exploit that allowed plays to fire instantly after switching weapons
* Fixed flamethrower bug where a player flush against a wall couldn't be lit on fire from the front
* Fixed invulnerability overlay not drawing if the invuln player was previously on fire
* Fixed "times used" entry in teleporters maxing out at 32
* Fixed rare client crash on level change during control point capturing
* Minor fix to stat gathering to prevent players using sv_cheats to easily garner achievements
* For mapmakers:
o Mapmakers can now directly place the tf_gamerules entity into their map. Fixes Hammer thinking the inputs to it are broken
o Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable
o Added "AddRedTeamScore" and "AddBlueTeamScore" inputs to tf_gamerules
o Added "SetRequiredObserverTarget" input to tf_gamerules. Force spectators to use the specified viewpoint
* Granary
o Added setup time logic, and gates to the middle
o Fixed an overlay alignment bug on one of blue's gate signs
o Minor lighting fixes in red/blue spawns
* 2Fort
o Added medium ammo and health to basement hallways
o Added small ammo and health to top of spiral
o Fixed a clip brush exploit outside blue sniper deck
o Fixed number "2" overlay on front of red base not being assigned to the brush face


Portal

* Fixed a rare crash related to bone setup

Source @ steampowered.com (http://www.steampowered.com/v/index.php?area=news&id=1552)

----------

UPDATE UPDATE UPDATE UPDATE! YEEEEEHAAAAA! and some very nice surprises :D

* Added new attack animations to most melee weapons
* Added new speech for the Heavy and Demoman
* Added Stopwatch mode to Tournament mode
* Teleporter effect no longer shows up on invisible or disguised Spies
* Spies disguised as their own team can now capture control points

:D

maDDin
30th April 2008, 09:30
Team Fortress 2: Gold Rush Update Available Now
April 29, 2008, 5:59 pm - Alden Kroll

The Team Fortress 2: Gold Rush Update (http://www.steamgames.com/goldrush) is now available, free to owners of Team Fortress 2 via Steam. The Gold Rush Update introduces the new Gold Rush map and Payload gameplay style, the first set of unlockable weapons, and a new set of achievements for the Medic.

In other TF2 news, a worldwide Team Fortress 2 Free Weekend (http://www.steamgames.com/goldrush) will begin Friday at noon PDT, and will include access to the new content released today in the TF2: Gold Rush Update. Using the functionality made available through Steam and Steamworks, all of the files needed to join the Free Weekend are available for pre-loading now.

The Free Weekend is open to players around the world, and there is no obligation to purchase to participate; all that is needed is a Steam account to join.

To start pre-loading everything you need to play on Friday and learn more about Team Fortress 2, please visit www.steamgames.com/goldrush (http://www.steamgames.com/goldrush)

mank!
30th April 2008, 10:38
...and there's already a cheat to get all the medic achievements. nice.

X25killa
30th April 2008, 11:03
D/Ling the updates now.

This would be a very good time to add me on steam friends :)

Sniper_John_Uk
30th April 2008, 14:01
Mapmakers can now place Engineer buildings directly into a map, with an option for them to be invulnerable

Expecting a nnew style of fun map: "Run the gauntlet", with S-itloads of sentries around :D :D :D

X25killa
30th April 2008, 14:06
I'm just checking, is multiplay servers having any issues of the server restarting on goldrush? I have notice it on some other servers...

Also, gotta love all those people playing medics gives me target pratice :)

kr-dm1
30th April 2008, 14:46
Was just playing on MPUK goldrush #1 and it didn't restart in the 2hours i was there

Closing-Gap
30th April 2008, 15:27
New update sucks.
Everyone has gone medic to try and get the achievements before everyone else to increase their e-peen size meaning the defending team'll always loose.

X25killa
30th April 2008, 17:09
New update sucks.
Everyone has gone medic to try and get the achievements before everyone else to increase their e-peen size meaning the defending team'll always loose.

That or using a command in console so they can get all the medic unlocks. Valve are on the case though...

Closing-Gap
30th April 2008, 17:36
That or using a command in console so they can get all the medic unlocks. Valve are on the case though...

Pfft.
Curiosity killed my fun; http://www.ohiomedicaldirectorsassn.org/medic/team-fortress-2-cheating-the-achievements-vs-hard-effort-grinding-success/
Link to how to get the unlocks. I don't get the big point about achievements anyhow; that's for Xbox 360.
Also noticed that the command works for all other games.

Freelance
30th April 2008, 21:23
Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2 Client


Removed TF2 achievement console commands



Team Fortress 2 Server


Fixed clients being able to trigger sv_soundscape_printdebuginfo on the server

Fixed potential "nuke" exploit in rcon subsystem

kr-dm1
30th April 2008, 22:36
Does that mean that they've removed the people who already did its' unlocks ? Or will removing the commands accomplish the same thing ?

X25killa
30th April 2008, 23:55
Does that mean that they've removed the people who already did its' unlocks ? Or will removing the commands accomplish the same thing ?

I think Valve has removed all the unlocks to the people who had used the console hax. All it did was unlock all the achievements, therefore, if its all deleted its back to square one.

kr-dm1
30th April 2008, 23:56
<3

X25killa
1st May 2008, 00:02
I deffo support this:

Just released the achievements ALL at once for each different class.

but no, the game had to be ruined by all these ruddy medics who want to achieve these "tasks" because "Oh look! I really want to look good as a medic!"

Freelance
1st May 2008, 00:31
yeah, saw 3 medics standing outside the spawn spamming "MEDIC" and healing each other.... BF2 again

kr-dm1
1st May 2008, 02:33
I just broke up a party of them on a semi-empty server trying to get the bonesaw / medic kills ones. Amused me, annoyed them, so all in all, win/win for meeee :)

maDDin
1st May 2008, 09:27
I just broke up a party of them on a semi-empty server trying to get the bonesaw / medic kills ones. Amused me, annoyed them, so all in all, win/win for meeee :)

You often see a medic healing another one and 1st medic is running arround with bonesaw. 2 Easy kills for any heavy class tbh :s And it got harder for scouts because nearly every heavy class like soldier, hw, pyro or demo got a medic arround healing them :s

swarfega
1st May 2008, 09:36
Im just wondering what new achievements they give the scout and heavy. I dread to think.

liv3d
1st May 2008, 11:41
It would habe been better to bring them all out ;( its just a bit fail with the medic tags.

X25killa
1st May 2008, 12:43
Apparently the next class to recieve these "upgrades" is...

The-gimpy-kinky-looking-possibly-female Pyro.

βДĐĜĘŘ©
1st May 2008, 15:27
Source - www.steampowered.com

I found this an interesting read...heres the basic. Forum link at bottom.

"Due to new code found released in the update, there's a rumour spreading that Valve are planning to release randomly found weapons that have randomly generated bonuses, such as bonus clip sizes, bonus rate of fire, etc.

Due to the entirely random nature of this, and the potential for much coveted weapons to be found (eg +crit chance and +clip size on rocket launcher/pipe bomb launcher), the forum monkeys' highest form of wit is to compare this to an MMORPG.

However, I stress this is only a rumour."

"Possible weapon attributes so far:

// DO NOT EDIT!! GENERATED BY attributes.pl


"attributes.txt"
{


"damage penalty"
{
"attribute_class" "mod_damage_done"
"attribute_name" "Minor damage penalty"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "1.15"
"max_value" "1.2"
"affix_position" "-1"
"affix_text" "#damagedone_neg_1"
"required_key" "attrib_damage"
"description_string" "#Attrib_DamageDone_Negative"
"description_format" "value_is_percentage"
}

"damage bonus"
{
"attribute_class" "mod_damage_done"
"attribute_name" "Minor damage bonus"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "1.15"
"max_value" "1.2"
"affix_position" "-1"
"affix_text" "#damagedone_2"
"required_key" "attrib_damage"
"description_string" "#Attrib_DamageDone_Positive"
"description_format" "value_is_percentage"
}

"clip size penalty"
{
"attribute_class" "mod_clipsize"
"attribute_name" "Minor clip penalty"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "1"
"affix_text" "#clipsize_neg_1"
"required_key" "attrib_clip"
"description_string" "#Attrib_ClipSize_Negative"
"description_format" "value_is_percentage"
}

"clip size bonus"
{
"attribute_class" "mod_clipsize"
"attribute_name" "Minor clip size bonus"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "1"
"affix_text" "#clipsize_2"
"required_key" "attrib_clip"
"description_string" "#Attrib_ClipSize_Positive"
"description_format" "value_is_percentage"
}

"fire rate penalty"
{
"attribute_class" "mod_firerate"
"attribute_name" "Minor fire rate penalty"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "-2"
"affix_text" "#firerate_neg_1"
"required_key" "attrib_firing"
"description_string" "#Attrib_FireRate_Negative"
"description_format" "value_is_inverted_percentage"
}

"fire rate bonus"
{
"attribute_class" "mod_firerate"
"attribute_name" "Minor firerate bonus"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "1"
"affix_text" "#firerate_2"
"required_key" "attrib_firerate"
"description_string" "#Attrib_FireRate_Positive"
"description_format" "value_is_inverted_percentage"
}

"heal rate penalty"
{
"attribute_class" "mod_heal_rate"
"attribute_name" "Minor heal rate penalty"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "-1"
"affix_text" "#healrate_1_neg"
"required_key" "attrib_heal"
"description_string" "#Attrib_HealRate_Negative"
"description_format" "value_is_percentage"
}

"heal rate bonus"
{
"attribute_class" "mod_heal_rate"
"attribute_name" "Minor heal rate bonus"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "1"
"affix_text" "#healrate_2"
"required_key" "attrib_healrate"
"description_string" "#Attrib_HealRate_Positive"
"description_format" "value_is_percentage"
}

"ubercharge rate penalty"
{
"attribute_class" "mod_ubercharge_rate"
"attribute_name" "Minor uber charge rate penalty"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "-2"
"affix_text" "#uberchargerate_1_neg"
"required_key" "attrib_uber"
"description_string" "#Attrib_UberchargeRate_Negative"
"description_format" "value_is_percentage"
}

"ubercharge rate bonus"
{
"attribute_class" "mod_uberchargerate"
"attribute_name" "Minor uber charge rate bonus"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "1"
"affix_text" "#uberchargerate_1"
"required_key" "attrib_uber"
"description_string" "#Attrib_UberchargeRate_Positive"
"description_format" "value_is_percentage"
}

"overheal bonus"
{
"attribute_class" "mod_overheal_amount"
"attribute_name" "Minor overheal bonus"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "1"
"affix_text" "#overhealamount_1"
"required_key" "attrib_heal"
"description_string" "#Attrib_OverhealAmount_Positive"
"description_format" "value_is_percentage"
}

"overheal decay penalty"
{
"attribute_class" "mod_overheal_decay"
"attribute_name" "Minor overheal decay penalty"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "1"
"affix_text" "#overhealdecay_1_neg"
"required_key" "attrib_heal"
"description_string" "#Attrib_OverhealDecay_Negative"
"description_format" "value_is_inverted_percentage"
}

"overheal decay bonus"
{
"attribute_class" "mod_overheal_decay"
"attribute_name" "Minor overheal decay bonus"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "4"
"max_value" "5"
"affix_position" "1"
"affix_text" "#overhealdecay_1"
"required_key" "attrib_heal"
"description_string" "#Attrib_OverhealDecay_Positive"
"description_format" "value_is_inverted_percentage"
}

"overheal decay disabled"
{
"attribute_class" "mod_overheal_decay"
"attribute_name" "Overheal decay disabled"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "1"
"max_value" "1"
"affix_position" "-3"
"affix_text" "#overhealdecay_1"
"required_key" "only_on_unique"
"description_string" "#Attrib_OverhealDecay_Disabled"
"description_format" "value_is_percentage"
}

"crit mod disabled"
{
"attribute_class" "mod_crit_chance"
"attribute_name" "Crit chance disabled"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "0"
"max_value" "0"
"affix_position" "-3"
"affix_text" "#critchance_1_neg"
"required_key" "attrib_damage"
"description_string" "#Attrib_CritChance_Disabled"
"description_format" "value_is_percentage"
}

"heal on hit"
{
"attribute_class" "mod_onhit_addhealth"
"attribute_name" "Minor heal on hit"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "1"
"max_value" "5"
"affix_position" "1"
"affix_text" "#healonhit_1"
"required_key" "attrib_damage"
"description_string" "#Attrib_HealOnHit_Positive"
"description_format" "value_is_additive"
}

"add uber charge on hit"
{
"attribute_class" "add_ubercharge"
"attribute_name" "Minor add uber charge on hit"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "5"
"max_value" "10"
"affix_position" "-3"
"affix_text" "#add_ubercharge_onhit_1"
"required_key" "attrib_damage"
"description_string" "#Attrib_AddUber_OnHit_Positive"
"description_format" "value_is_additive_percentage"
}

"medigun charge is crit boost"
{
"attribute_class" "mod_charge_type"
"attribute_name" "Medigun charge boosts crit chance"
"min_alevel" "1"
"max_alevel" "100"
"min_value" "1"
"max_value" "1"
"affix_position" "-3"
"affix_text" "#critchance_1_pos"
"required_key" "only_on_unique"
"description_string" "#Attrib_Medigun_CritBoost"
"description_format" "value_is_additive"
}


}"


http://forums.steampowered.com/forums/showthread.php?t=677797

What do you think? Possible or not - if yes would you even bother playing?

maDDin
1st May 2008, 16:47
That will ruin the whole game. Heres a nice quote from steampowered forums:

I've got a pyro suit that casts Armor VII and Repel Ubercharge VI, with a crit increase of 7% base.

Looking to trade it for a hoary mattekar medic robe that protects from fire and kritz.

sigh :/

X25killa
1st May 2008, 18:47
ITS A ****ING FIRST PERSON SHOOTER! GOD DAMN IT

Towneh
2nd May 2008, 09:02
My only real gripe with this patch is that is forces medics to play against the objective of the map in order to get the achievements.

βДĐĜĘŘ©
2nd May 2008, 09:07
I can see everyones points of view on this subject tbh.

I think that soon people will have got the majority of the achievements and therefore the mass ammount of medics and people not even attempting to complete the objective will die down.

IMO it would have been much better to wait and release a couple of classes achievements out at the same time. If not all.

Sniper_John_Uk
2nd May 2008, 15:04
Theres a whole bnunch of entries in that for the overheal... which was cancelled... i rekon its just some crap that they put in during beta for that and then didnt take out

βДĐĜĘŘ©
2nd May 2008, 15:21
Like the unlock all weapons command? :P

Let's hope so either way.

Omnituens
2nd May 2008, 16:10
THIS IS A MUMORPUGER!

maDDin
2nd May 2008, 19:59
THIS IS A MUMORPUGER!

Oh yeah thats what i always forget ;p

maDDin
5th May 2008, 22:40
Team Fortress 2 Update Released
May 5, 2008, 2:43 pm - Jason Ruymen

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Fixed unlimited UberCharge exploit
* Fixed charge effect getting stuck on the Kritzkrieg when changing class/weapons

Source @ steampowered.com (http://www.steampowered.com/v/index.php?area=news&id=1565&cc=DE)

Degeim
5th May 2008, 23:06
Thats nice! No more of those idiotic medics running around permanently ubered :D

βДĐĜĘŘ©
6th May 2008, 09:18
Good good.

Good to see that they are quick off the mark in repairing serious problems.

Let's hope by fixing this they havn't broken something else.............

βДĐĜĘŘ©
6th May 2008, 15:18
Please note...

* Fixed unlimited UberCharge exploit

Has not been fixed.

Sniper_John_Uk
6th May 2008, 16:22
Lol wonderful
Their update notes are pretty vague sometimes, but outright mistakes?

maDDin
6th May 2008, 22:12
Please note...

* Fixed unlimited UberCharge exploit

Has not been fixed.

Ar least they are not able to shoot anymore while beeing unlimited ubered... :s So half fixed ^^

βДĐĜĘŘ©
7th May 2008, 09:34
Half a point to valve then ^^

maDDin
8th May 2008, 06:49
Team Fortress 2 Update Released
May 7, 2008, 3:32 pm - Jason Ruymen

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Fixed clients getting the "Reliable snapshot overflow" error
* Fixed another unlimited UberCharge exploit
* Fixed elevators not working in user maps
* Networking optimizations

Source @ steampowered.com

Uhhh another uber exploit fix. :P

X25killa
8th May 2008, 09:01
so do we give another half to valve or not?

Degeim
8th May 2008, 11:38
Have anybody seen more of the permanent ubercharge after this latest update?

maDDin
9th May 2008, 22:05
Team Fortress 2 Update Released
May 9, 2008, 1:50 pm - Jason Ruymen - Product Update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Fixed several issues with the Family Practice achievement. Players with 10/10 progress that have not been awarded the achievement will get the achievement the next time they UberCharge any Steam friend
* Fixed toggle-fire option for the Medigun preventing players from earning the Second Opinion achievement
* Fixed The Kritzkrieg not charging faster than the Medigun
* Fixed issue that was preventing players from using their new Medic items on some servers
* Fixed melee weapons not being affected by The Kritzkrieg's critboost
* Fixed Server Browser sometimes refreshing in the background on startup when it wasn't visible

Source @ steampowered.com (http://www.steampowered.com/v/index.php?area=posts&id=1572)

βДĐĜĘŘ©
22nd May 2008, 06:55
Originally Posted by steampowered.com
Team Fortress 2 Update Released

May 21, 2008, 3:15 pm - Jason Ruymen - Product Update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2


*Fixed mat_queue_mode crash during level transitions.

*Fixed rapid weapon switching allowing Medics to prevent deployed UberCharges from draining.

*Improved prediction of Spy's speed changes when disguising.

*Fixed Stopwatch panel not updating if level designer ends round by hand instead of letting the gamerules end it.

*Optimized particle traces on multi-core machines.

*Fixed tracers sometimes firing with the wrong team color.

*Fixed rapid-fire weaponry critical hit checks getting out of synch between the server and client.

*Fixed map exploits in Gold Rush.


Source@Steampowered.com (www.steampowered.com)

Degeim
22nd May 2008, 12:55
Does that mean we can expect more stable dual core support?

βДĐĜĘŘ©
22nd May 2008, 14:17
You would hope so.

But you may want to take a look at http://www.fpsbanana.com/tuts/5790 also.

Freelance
17th June 2008, 11:11
http://www.shacknews.com/onearticle.x/53168

Pyro achievements + 3 new weaps
2 new community maps
free weekend starting friday
meet the sniper

F2dk
25th June 2008, 23:42
Nice update

maDDin
30th July 2008, 12:27
Team Fortress 2 Update Released (7/29/2008)
July 29, 2008, 4:34 pm - Jason Ruymen - Product Update

Updates to Team Fortress 2 have been released. The updates will be applied automatically when your Steam client is restarted. The specific changes include:

Team Fortress 2

* Fixed team switches on Attack/Defense maps spamming the console
* Fixed the Kritzkrieg not working on servers with crits turned off
* Fixed some clipped localized strings in various in-game dialogs
* Fixed several cases where files were synchronously loaded while the game was running
* Fixed a shutdown crash in the material system
* Cached rendering of item model panels to improve performance, in particular while weapon selection was visible
* Added a gear symbol behind the health bar for Engineer buildings, in both target IDs and freeze panels
* Players killing themselves will now give a kill credit to the last enemy who damaged them
* Fixed grenades, rockets, and flamethrower being able to fire through grates at round starts
* Fixed players being killed and creating ragdolls during team switches
* Fixed various exploits and performance problems in CP_Badlands, CP_Well, and CP_Fastlane
* Removed health bonus from the Backburner

Source (http://www.steampowered.com/v/index.php?area=posts&id=1717)

Woohoo no health bonus anymore. :D

'Players killing themselves will now give a kill credit to the last enemy who damaged them' :'(

kr-dm1
30th July 2008, 12:30
Woohoo no health bonus anymore. :D

Booo, that was preety much the only point of the backburner, you could take turrets on easier :(

Closing-Gap
30th July 2008, 12:35
Ok, well now that the Backburner is useless to equip, i'll go play Scout.

Omnituens
30th July 2008, 13:02
if the BB was working as intended, it wouldnt be so much of an issue tbh.

MaNiC^
30th July 2008, 13:31
I prefer the standard flame thrower anyway, deflecting rockets is fun :awesome:

Rippsy
30th July 2008, 14:12
I prefer the standard flame thrower anyway, deflecting rockets is fun :awesome:

This

maDDin
30th July 2008, 19:02
I prefer the standard flame thrower anyway, deflecting rockets is fun :awesome:

! Iam the same opinion :)

X25killa
30th July 2008, 19:18
'Players killing themselves will now give a kill credit to the last enemy who damaged them' :'(

Time to bring out my pistol, hit a solider and watch him blow up. kekekeke

Urotsukidoji
2nd August 2008, 19:22
:( guess demos / sollys are gonna be a bit more careful